Wireframe display mode
This commit is contained in:
parent
7c0f7ef46f
commit
260374c14d
2
Makefile
2
Makefile
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@ -73,7 +73,7 @@ SEM = 0.0.1
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COM != git rev-parse --short HEAD
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COM != git rev-parse --short HEAD
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VER = $(SEM)-$(COM)
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VER = $(SEM)-$(COM)
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COMPILER_FLAGS = $(includeflag) $(QFLAGS) -MD $(WARNING_FLAGS) -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DVER=\"$(VER)\" -DINFO=\"$(INFO)\" -c $< -o $@
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COMPILER_FLAGS = $(includeflag) $(QFLAGS) -MD $(WARNING_FLAGS) -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DDUK_USE_SYMBOL_BUILTIN -DVER=\"$(VER)\" -DINFO=\"$(INFO)\" -c $< -o $@
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LIBPATH = -L$(BIN)
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LIBPATH = -L$(BIN)
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@ -701,6 +701,14 @@ duk_ret_t duk_cmd(duk_context *duk) {
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case 66:
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case 66:
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dukext2paths(duk_to_string(duk, 1));
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dukext2paths(duk_to_string(duk, 1));
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return 1;
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return 1;
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case 67:
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opengl_rendermode(LIT);
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break;
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case 68:
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opengl_rendermode(WIREFRAME);
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break;
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}
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}
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return 0;
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return 0;
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@ -12,9 +12,10 @@
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#include "datastream.h"
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#include "datastream.h"
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#include "nuke.h"
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#include "nuke.h"
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int renderMode = 0;
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int renderMode = LIT;
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struct shader *spriteShader = NULL;
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struct shader *spriteShader = NULL;
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struct shader *wireframeShader = NULL;
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struct shader *animSpriteShader = NULL;
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struct shader *animSpriteShader = NULL;
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static struct shader *textShader;
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static struct shader *textShader;
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@ -64,6 +65,11 @@ void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
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debugDrawPhysics = draw;
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}
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}
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void opengl_rendermode(enum RenderMode r)
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{
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renderMode = r;
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}
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void openglInit()
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void openglInit()
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{
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{
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if (!mainwin) {
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if (!mainwin) {
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@ -73,6 +79,7 @@ void openglInit()
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////// MAKE SHADERS
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////// MAKE SHADERS
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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wireframeShader = MakeShader("spritevert.glsl", "spritewireframefrag.glsl");
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animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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@ -117,8 +124,8 @@ void add_zoom(float val) { zoom = val; }
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void openglRender(struct window *window)
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void openglRender(struct window *window)
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{
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{
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//////////// 2D projection
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//////////// 2D projection
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@ -143,14 +150,25 @@ void openglRender(struct window *window)
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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/* Game sprites */
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switch (renderMode) {
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case LIT:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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shader_use(spriteShader);
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break;
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case WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shader_use(wireframeShader);
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break;
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};
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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///// Sprites
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glDepthFunc(GL_LESS);
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glDepthFunc(GL_LESS);
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shader_use(spriteShader);
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sprite_draw_all();
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sprite_draw_all();
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/* UI Elements & Debug elements */
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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//// DEBUG
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//// DEBUG
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if (debugDrawPhysics)
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if (debugDrawPhysics)
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@ -40,6 +40,7 @@ enum RenderMode {
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void openglInit();
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void openglInit();
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void openglRender(struct window *window);
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void openglRender(struct window *window);
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void opengl_rendermode(enum RenderMode r);
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void openglInit3d(struct window *window);
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void openglInit3d(struct window *window);
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void openglRender3d(struct window *window, struct mCamera *camera);
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void openglRender3d(struct window *window, struct mCamera *camera);
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@ -11,4 +11,4 @@ void main()
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if (color.a <= 0.1f)
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if (color.a <= 0.1f)
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discard;
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discard;
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}
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}
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12
source/shaders/spritewireframefrag.glsl
Normal file
12
source/shaders/spritewireframefrag.glsl
Normal file
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@ -0,0 +1,12 @@
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#version 330 core
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in vec2 texcoords;
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out vec4 color;
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uniform sampler2D image;
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uniform vec3 spriteColor;
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void main()
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{
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color = vec4(spriteColor, 1.f) * texture(image, texcoords);
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color.a = 1.f;
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}
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